Soul Merger

Monsterpedia 47 - Scamp



Monsterpedia

Scamp

Monster Level - I (Zero)

Soul Type - Composite

Intelligence - Low Humanoid

Strength - Weak

Magic - High

Rarity - Rare

Despite their cutesy name, scamps can be quite dangerous. Foot high humanoids with varied (and sometimes changing) features, scamps are technically fey creatures, and as such aren't inherently hostile to humanity. However they have an obsession with spreading their elemental essence. Fire scamps set things on fire, water scamps drench everything, earth scamps throw dirt around, and air scamps pump more and more air into the area. This makes them a force of general destruction. Sure the destruction is often more 'ruin your house' than 'destroy the city'. But they still need to be eliminated quickly.

Scamps most commonly occur when a mage fails to create an elemental by pouring too much intelligent life force into the area. Usually this comes due to poor placement of the creation site, though a few idiots trying to create their own elementals without tower permission have managed to screw up the basic process. Scamps can also appear naturally in labrynths though they don't last long as other fey despise them.

Scamps are more likely to form non standard elements like electricity, ice, or occasionally weird things like 'salt.' It's hard to say if this is due to the increase in life energy or just because they're usually a mistake.

Scamps show how well current Tower practices are at preventing serious monster issues from their experiments. When failures are this easy to clean up it's a good sign. But they're still embarrassing and cause a lot of lab damage so please follow safety protocol.

Merge

Benefits : Natural Magic

Weaknesses : Accidental discharge

A merge that goes in and out of fashion among the upper middle class, scamp merges look at the surface to be a simple element merge like mages often get. However despite the similar alterations to the body (elemental themed colors and accents), the wild mental energy of the scamp gives a very different merge. The boost to the merges own magic is vastly reduced, however they gain access to what's called 'natural magic.' An ability to wield elemental powers based on the scamp they merged with.

This ability to toss around fire/air/rocks/etc has a fair amount of use, both in combat and day to day life. Creative people can create a number of valuable effects with their power. On the other hand people who think they're smarter then they are can get themselves in a lot of trouble. Especially with volatile things like fire.

The downside is that this magic isn't as easily controlled as innate mystical power. At some point the person will lose control of their magic, and throw some elemental essence around where they didn't want to. Sneezing fire has obvious downsides, and triggering your powers during a nightmare can be very bad. Those that seek this merge are encouraged to plan in advance for trouble, not in reaction to it.

A lot of people grab fire scamps because it is cool to throw around fire, but the reality is other elements have a lot going for them. Imagine being able to get water on command or summoning up a cooling breeze whenever the weather got too hot. Feel free to check with mages for ideas on how to really get the most out of your element!


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